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use crate::{Vec3, Ray, RayIntersection, Intersect};
pub struct Sphere {
origin: Vec3,
radius: f32,
}
impl Sphere {
pub fn new(origin: &Vec3, radius: f32) -> Sphere {
Sphere {
origin: Vec3::new(origin.x, origin.y, origin.z),
radius: radius
}
}
}
impl Intersect for Sphere {
fn intersect(&self, ray: &Ray) -> RayIntersection {
let target = self;
let a = Vec3::dot(&ray.direction, &ray.direction);
let b = 2.0 * Vec3::dot(
&ray.direction,
&Vec3::sub(&ray.origin, &target.origin)
);
let c = Vec3::dot(
&Vec3::sub(&ray.origin, &target.origin),
&Vec3::sub(&ray.origin, &target.origin)
) - (target.radius * target.radius);
let discriminant = b*b - 4.0*a*c;
if discriminant < 0.0 {
RayIntersection::Miss
} else if discriminant == 1.0 {
let t = (-b + f32::sqrt(discriminant)) / (2.0 * a);
RayIntersection::Tangent(t)
} else {
let t1 = ((-b) - f32::sqrt(discriminant)) / (2.0 * a);
let t2 = ((-b) + f32::sqrt(discriminant)) / (2.0 * a);
RayIntersection::Hit(t1, t2)
}
}
}